Breeding Season is the unholy combination of a farming sim and a sex game. Breed a variety of sexy monsters together for sale to adventurous clients. Featuring Catgirls, Dickwolves, Harpies; you name it. Currently in early alpha.

Pages

Monday, December 30, 2013

Just a small little update to let you guys know what's up: The test version of the membership website will be going up on Friday, January 3rd. There won't be a game update for another couple of weeks.

EDIT: My server went down today, so I'm set back a good bit in getting the website together. Yeah, I know, more delays. On the upside I took the opportunity to write some more dialogue for some stuff in the game. Right now I'm going to shoot for Sunday for the website. Will update if I'm not able to put the website up by then.

EDIT2: I way under-estimated the work I had left to do on setting up membership. Web programming is not my forte. Right now I'm going to not give a deadline on the website and just say "when it's done".

On the bright side, I have been making some progress on the actual game itself and I'll have the next release on Saturday the 18th. My goal is to have events working and a couple animations.

Sunday, December 22, 2013

So, this ended up being an extremely long post, with a ton of
information. Hopefully it will answer a lot of questions that people have had.
Go ahead and post any other questions you might have as comments and I'll see
if I can go ahead and add them to the FAQ.

What are your plans going
forward?

Currently I’m working on the website, which I intend to release a test
version of before January. The test will go like this: anyone will be able to
make a free test account. Your test account will get 100 points that you can
spend on the system. I will actually take a week and fulill the results of the test
voting for that week for free: basically a trial run both for the website and
my ability to complete the work that gets voted onto my to-do list. If it goes
well, I’ll launch the website for real, and only people who buy a membership
will be able to access the voting system.

My to-do list on the website will take the top 20 hours worth of
work each week, but I intend to work on the game even more than that: this will
be my full time job until next August, when I’ll probably be going to grad
school. After August, I’ll re-evaluate how much time I can put into the game. I
may have to adjust the voting to-do list down to 10 hours worth of work each
week. So, people who purchase the membership should be aware that the amount of
work I take from the to-do list is subject to change when August comes. You
should take that into account before you contribute any money.

Regardless of how the voting content pans out, the next things I’m
going to be working on are:

1.Exploration and Events – You will be able
to go places and things will happen there.

2.Dialog and Quests – You will be able to
talk to people and they will ask you to do things.

3.Refactoring – Once I’ve completed the two
above additions, I’ll have a much better idea of how all the basic game
fundamentals fit together. I’ll basically go through all of my code and rewrite
everything that I need to from the ground-up. This will be a long process, but
when it’s finished I’ll officially have a stable beta version, and I’ll be able
to, from that point on, just directly add content. This is probably the step
where the biggest game changes will occur.

Basically, up until now I’ve been hacking things together as I
couldn’t predict how they would ultimately need to interact when the game was
finished. I needed to get a better idea of what all of the different traits,
monsters, and game aspects would have to eventually do and how they’d have to
work before I could put them together. When I refactor everything, I will be
able to make the game work much more intelligently from the ground-up.

Unfortunately, I don’t plan to add a lot of new gameplay content
until the refactoring is finished. Don’t expect many animations (aside from
those that win the voting each week), or too much storyline content aside from
the content I add to test the exploration, event, dialog, and quest systems.

How do you plan to change
the way stats work?

I don’t like the way that stats work in the game as it is, and
intend to change them. I’m removing growth mods from the game entirely. Also, I’m
changing the way that stats grow considerably.

Stats will max-out at 100. Instead of growing or shrinking every
time you breed two monsters, stats will have “XP” and “level up”. Breeding
modifiers will be a clearly shown number, and will tell you how much “XP”
breeding with a particular monster will contribute to particular stats. There
will no longer be negative modifiers (and no less than stat client
requirements).

Breeding mods will no longer be randomized on new monsters (all store-bought
catgirls will have +DEX only, etc), so if you want to raise a particular stat
you will need to have bought a monster that raises it to begin with, but you
will be able to transfer breeding modifiers between monster species through
their offspring. There will also be more monster-specific traits.

Breeding and harvesting will be two different limits, STA will
affect breeding and WIL will affect harvesting.

Consumables will be used for their effects, which will now vary
based on the stats of the monster they were harvested from (a holstaurus with
higher stats will produce milk that increases fertility higher). Obviously some
of the consumable effects will have to change.

Your monsters will have “Happiness” that increases when they’re
fed consumables that they like and bred with monsters that they like, but
decreases when you don’t feed or breed them for a while. Happiness will govern
their chance of disobeying you, or running away.

When will you put in the animation for
[insert pairing here]?

I have good news and bad news.

The bad news is: I do not currently intend
to make animations for every monster pairing in the game. This is something
that I feared would eventually happen when I started making the game. Its basic
math: every time I add a new monster or visual trait, I have to make more
animations for it than the last one due to the combinatorial nature of breeding
monsters together. If I were to make animations for every possible pairing between
different monsters, futa versions, neoteny versions, and futa neoteny versions
currently in the game, it would be well-over 200 different animations. That would
be over 400 hours of work for me just on animations, and this number would go
up with every new monster I add.

Basically I have two options: 1. I could keep making unique
animations, but only make animations for a limited number of pairs, or 2. I
could make standard animations that will fit together regardless of the pair.
Personally, I think option 2 would make for boring/ugly looking animations, and
I would much rather have fewer but more unique and interesting animations.

The good news is: I will pay attention to comments and posts and
try to make sure I add animations for pairings that people are asking for the
most. Also, if you really want a particular animation in the game, you will be
able to put money towards it to request it in the voting system. This is true
for harvest and cum-shot animations as well.

Also, I’m not against the idea of ever making standard animations
that fit together regardless of pairing. Eventually I may have this in addition
to unique animations, so that some monsters will have unique animations and
some will have standard ones. However, this would take me a lot of additional
work and I have no plans for it currently.

Will you put in content for
[insert fetish here]?

Possibly! I try to put a diversity of content into the game, even
if it’s not a thing that I’m personally into. Anything that is something that
some players might not want to see, I’ll try to make as an option that can be
removed.

There is, however, a list of things I won’t do.

The game will not contain: snuff, gore, ryona, vore, scat,
watersports, any blood, or basically anything that I personally feel is too
violent or too misogynistic for me to be comfortable with.

(Note: If you don’t know what any of those words mean, I would
suggest you don’t look them up)

How should I report bugs?

Bug reports are very important to me, and
one of the ways that people can help the most in contributing to the game is by
submitting them to me.

If you want to report a bug, you should
make a blog comment under the patch notes posted for the version of the game in
which the bug occurred. The more details and specifics you can give me about
the bug, the better.

Information that helps me the most:

- Version number

- Can you reproduce it (can you get the
bug to happen again?)

- If you saved or loaded the game at any
time prior to the bug occurring (and if the save is from a previous version,
which version you started the new game in)

- All ranch upgrades that you owned when
the bug occurred

- On menu/hotkey errors: the specific
order in which you opened/closed menus and what you clicked/what keys you typed
to do it

- On monster errors: the monster's type,
all of its traits, the monster types and traits of both of its parents, whether
or not it was a child of the player, and what consumables it and its parents
had been fed with

- On animation errors: the monster types
of the involved monsters, which monster was first (orange) and which was second
(blue) in the breeding menu, if any of the involved monsters had default colors
show up (blue hair on any monster, orange fur on catgirls, brown fur on
stallions, brown wings on harpies, red fur on demons)

You don't have to give me all of this
information to post a report, obviously, but it helps me more if you do.

Unfortunately, I don't always keep very
good track of the known bugs, so I don't mind when they're reposted. Just make
sure that the bug exists in the version that you're posting under, and not in
previous versions. I may not always respond to bug reports, but I try to read
as many as I can.

Do you take suggestions?

Yes, I do. A lot of the
best features in the game were suggested to me by fans and people from the
legendofkrystal.com forums. I read many of the comments that are posted on the
blog, and in the near future intend to have an entire forum for contributors to
offer and discuss suggestions.

Unfortunately, a lot of the time I don't
remember who offered a suggestion, and so I can't credit them. Often I will
read a suggestion that I like but not get a chance to respond to the person
about it. However, I do take notice of people who are particularly helpful.

What kind of suggestions do you take?

The suggestions that help
me the most are ones that will either take a pretty small amount of work to put
into the game but make it a lot more fun, or will actually save me work and
make my life easier. While I still like to see suggestions about what kind of
monsters or animations people want to see in the game, I already have a ton of
that work heaped up already, and even if I like your suggestion it will be a
long, long time before I could get it into the game.

As a rule of thumb: if it doesn't require
me to make new art, or do a lot of programming, then it's a useful suggestion.
Things like small UI changes and small gameplay changes are the kind I can use
the most.

Do you need any help with art or
animation?

Yes! One of the biggest bottlenecks that I
have in getting content out faster is art, as I'm honestly not as good of an
artist as I'd like.

1. Landscape and environment- Landscape art is one of the biggest
bottlenecks to the exploration system and further expansion of the game, as I'm
not very good at it and it takes me a long time. Anyone who can make good
environmental art would be a massive help to me, and if you're not used to
working in vector formats don't fear: I can handle converting art from other
formats or styles.

2. Animation- Anyone who has a good handle on flash
animation can very easily help me out by making more sex animations for the
various pairings. I can supply you with all my sprites and all you'll have to
worry about is tweening, etc.

3. Character portraits- I'm looking for people who are willing
to make dialog portraits for various NPCs and the like. I'll be giving you some
basic descriptions and you can pretty much go wild with drawing them how you
like, though ideally with some resemblance to my style just so that the art is
cohesive.

4. Writing - People who would like to contribute
dialog writing for NPCs and side quests would be very welcome. It's likely that
I will do a lot of editing of what you submit to fit my ideas for the game,
though, but it will still make my life a lot easier. Unfortunately, right now a
lot of the specifics involving events and side quests aren't nailed down yet,
but I'd still like to get in contact with people who are interested in doing
writing work once I do.

As far as compensation goes, I can offer
anyone who contributes art more control in the direction of the game,
memberships, and voting points, and for individuals who are willing to
contribute a very significant amount I can offer you a cut of the money from
the membership website each month.

If you're interested in contributing art
to the game, please e-mail me at HartistaPipebomb@gmail.com with some samples
of your work. Please state clearly in the subject line that it's about
"Breeding Season Art Help". Unfortunately, I get a lot of spam and it
might get filtered out or I might miss it, if I don't get back to you right
away don't hesitate to bug me on the Legend of Krystal forums or in the
comments section of this blog.

Not everyone who wants to contribute will
be able to as I'm going to be kind of choosey about making sure the visual
design of the game is consistent. I still really appreciate the offers, though,
even if I don't feel your style fits the game.

A lot of people have offered to help with
programming or game design. I appreciate the offers but unfortunately the game
isn't in a state yet where it would be easy for multiple people to work on the
code, as much of it still needs to be re-factored and is poorly commented. Feel
free to continue offering suggestions concerning programming and game design in
the blog comments and on the Legend of Krystal forums, though, as these
continue to be a huge help to me.

How should I start making my own games?

Where you should start
with making a game depends a lot on what kind of experience you have already.
It has taken me years of learning to get to where I am, and I'm still a total
novice, so if you want to go anywhere with game development you have to be ready
to put tons of effort into it. The first thing you should do is learn how to
program in object-oriented style. The programming language you learn to use
isn't as important as learning the basic ideas behind it. I don't have any
specific tutorials, but there are plenty of great programming tutorials on the
internet if you spend some time on google. A tutorial focused on teaching you
object-oriented programming is more important than a tutorial focusing on game
programming specifically, but if you can get a tutorial that will teach you
both that's the best.

Secondly, you should learn how to use an
API Reference.http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.htmlwill teach you almost everything you
could ever possibly want to know about programming in Flash, but you have to
know how to understand that information. You should also learn to use resources
like stackoverflow.com, because if there's anything you want to do, it's likely
someone has tried to do something like it before you and has had similar
questions.

Mostly, though, you should just realize it
will take you years of constant improvement to get to the point where you can make
a big game. Start with very small projects, like super small, and work your way
up. Make your own version of pong, then move onto the next step, etc. Don't get
discouraged if you can't make the game you want to right from the start. If you
keep at it, you'll be able to make that game eventually, and probably get a ton
of even better ideas along the way.

Saturday, December 21, 2013

This is mostly bug fixes, hopefully there will generally be less weirdness with the Neoteny and Futa traits in general, particularly when breeding with the player. As always, make sure to let me know in comments what bugs are still around/new bugs, etc.

Known Issues:
- A lot of the gameplay is still currently pretty unbalanced. I have some ideas for some major changes to this, as in ground-up changes to how stats and mods and what-not work. I will share them with you all before I make any changes.
- The player won't give birth on the first of the month.

I plan to make another blog post later tonight or tomorrow and detail out a lot of the plans I have for the game going forward/explain some of the changes I intend to make/some of the suggestions I've gotten that I plan on using.

EDIT:
Oh, and the debug code for more gil is "givememoney".

Also, your saves from the last version should work with this version, however any monsters you had from last version will not have the new animations. Any new monsters you buy or breed will.

Friday, December 20, 2013

The website has been a pain in the ass, but I've made significant headway on it and should have something to show you guys soon. I'm going to go ahead and put up a test version of the website that you guys can sign up as temporary members on and screw around with just to make sure it works correctly. Not sure if it will be before Christmas, but I'd like it to be.

As for the game update, you can expect it sometime tomorrow, I'm shooting for around 3:00 PM, but so I don't have to eat my words I'll say before 10:00 PM PST. There will be some animations (some M/M and some M/F), lots of bug fixes, and a bit of gameplay rebalancing. I don't think you'll need to reset your saves, but regardless on the next version I'll have a money cheat code for convenience with testing it (which will be replaced with debug mode in later versions).

EDIT:
I would say to expect the update around 5:00 PM PST. Not positive it will be then, but it will be between then and 10.

Monday, December 9, 2013

Tried to fix some bugs.
- Game breaking issues with the Elves should be resolved
- You should be able to sell Elves to clients now
- Tried to fix some of the weirdness going on with breeding Futanari creatures, let me know if there's still problems with it
- Intro dialog should be fixed

EDIT3:
My intention is to have the new website available for testing purposes by the end of the week, but I'm giving no guarantees on that. The next major game update will be on the 20th and will likely contain animations, bug fixes, and balance changes.

Friday, December 6, 2013

I wasn't able to fit in as many animations as I wanted to this update. Notably absent are the male/male animations, sorry! I know you guys have been waiting a long time for those, I promise that next update will be super gay to make up for it :P. Also, there's a lot of new stuff that will probably break in this update, so let me know about any serious bugs and I'll see if I can't fix them ASAP.

- There's now an options menu that allows you to turn on/off different types of sexual content. If you turn off the traits your monsters can still get those traits and it won't affect gameplay, however they'll have no visual effect on your monsters.
- Catgirls can now get the Futanari trait, which allows them to produce offspring with both male and female monsters. The only futa animation I have in so far is futacatgirl/catgirl.
- You can now purchase the Demon Pit ranch upgrade and get Demons. The only demon animation so far is demon/player.
- You can now purchase the Elf Stockades ranch upgrade and get both Male and Female Elves. Unfortunately there's no elf animations yet, and I'm still working on the male elf idleanim and hair/eye/mouth variations.

Known issues:
- A lot of the gameplay is currently pretty unbalanced; I'll be focusing on rebalancing soon
- If you have Neoteny and Futanari on the same monster, it will ignore Neoteny
- Male elf has no idleanim
- If you select a breeding pair that has no animation, it no longer shows the "And then they fucked" message. This is intentional just to remove a useless window. I may also add an additional top of the screen message just so that it's easier to tell that the monsters did breed.

Tuesday, December 3, 2013

I'm back from being out-of-town for Thanksgiving, and ready to start digging in. The next game update will be released on Friday 12/6, likely around 11:00 PM PDT. The options menu, elves, demons, futanari catgirls, and a couple male/male animations will be in it. The options menu will allow you disable sex animations by category (m/f, m/m, or f/f), as well as allow you to turn off visual changes for neoteny, futanari, and pregnancy. Note that this will not affect gameplay, only visuals: if you turn off futanari, the futa catgirls will look like normal catgirls and have normal catgirl animations, but they'll still have the futa trait and be able to produce offspring with female monsters.

As for the new website I'll keep you updated as to when you can expect to see it, but in the meantime I'll post up a description of the new system so that I can get some feedback:

Membership:

For $5 you will be able to purchase a one year Breeding Season membership. Everyone who has already donated to me will be given a free membership, and I'll continue to hand out memberships to people who are significant contributors to the game (like Ironvein, for instance). Let me be perfectly clear: the game is still 100% free and will remain that way forever, and all further updates I make to the game will be released for free. However, members will get some significant benefits:

Early access to updates: I will post updates to the game in the members-only section exactly one month before releasing them to the public

Access to the development blog: I will update the dev blog three times a week with detailed info on game development progress and my future plans

Access to the breeding season suggestion forums, which will be a members-only forum where you can post up suggestions for game changes and additions

100 free voting points every month (voting points explained below)

Also, there are features in development that will be available to members once they're finished:

Access to "debug mode" codes that will allow you to grant yourself money, change monster's stats, and give your monsters specific traits, among other things

Access to a daily development stream so you can watch me making the game live

Voting System:

The system is based on spending “voting points” to comission
features for the game.You can purchase voting points from me.
Basically $10 is 1000 points. People who donated to me previously but did not get the features they donated on included in the game yet will be given points equivalent to how much they donated.

Features are small, self-contained, and very specific
additions to the game. An example might be “Male Elf on Harpy Breeding
Animation” or “The Marquis’ Mansion Exploration Area”. There will always be a
comprehensive description of what will be included with that feature (basically, far more specific and detailed than before).

Each feature will have a “Base Cost” of points that have to
be spent on it in order for it to get added to my “To-do List”. The base cost
is based on the amount of time it will take me to include that feature in the
game, multiplied by my labor rate of $15 (1500 points) per hour. So, as an
example: “Male Elf on Harpy Breeding Animation” is a sex animation that will
take me two hours to make, therefore it will cost 3000 points to add it to the
“To-do List”. Any number of people can contribute to paying the base cost: if
you want to just add 100 points and leave it to someone else to pay the rest
you can do so. As soon as the base cost is paid the feature will be added to
the To-do List.

My To-do List will be a list including all of the features
that are slated to be added to the game. Each week I will take the top 20 hours
worth of features and work on adding them to the game that week. Once a feature
is on the To-do List, you can continue to spend points on it in order to give
it a higher priority for addition to the game. Features with more points will
be higher on the To-do List, and will be added to the game first over others.
For some features, once a certain number of points are added to the feature
there will be additional time and quality added to it: For instance, for a sex
animation, if the points spent on it exceed 6000 I will spend twice as much
time on it and try to make it a higher quality animation than usual, possibly involving multiple positions.

Every two weeks, the last two weeks worth of
features will be released with my newest version of the game. If a feature that
should have gone into a release fails to make it in that week’s release for any
reason, I will refund a quarter of the points spent on it and add the feature
to the next week’s release. If a feature misses two months worth of releases,
I will refund all of the points spent on it.

I want to be clear that unlike the donations I took previously, I consider the new system to be an actual commission, and I will make myself contractually obligated to meet stated deadlines. Points that are returned to you due to any failure on my part to meet deadlines will be eligible to be refunded for cash.

I know that previously I had difficulty keeping to deadlines and keeping fans updated. My living situation has changed significantly, and the new system is based on the things I've learned from my mistakes working on the game previously; I'm very confident that the structure of the new system will allow me to deliver updates on time. The new Features are set up in distinct chunks and I can easily predict how long they will take me to do, and the system is designed to keep me from biting off more than I can chew. I'm also going to be far more dedicated to keeping up regular blog postings to keep you all updated. If you're not sold yet, just keep checking in as over the next few weeks I intend to demonstrate a consistent update schedule based on the system.